	#version 310 es
	precision highp float;
	layout(location = 0) out vec4 outColor;
	layout(std140, binding = 0) uniform Uniforms {
	   highp float cornerRadius;
	   highp vec4 gradientStart;
	   highp vec4 gradientEnd;
	};
	layout(location = 0) in vec2 qt_TexCoord0;
	void main() {
	   vec2 pos = qt_TexCoord0 * 2.0 - 1.0;
	   float dist = length(pos);
	   float alpha = smoothstep(cornerRadius - 0.01, cornerRadius + 0.01, dist);
	   vec4 color = mix(gradientStart, gradientEnd, qt_TexCoord0.x);
	   outColor = vec4(color.rgb, alpha);
	}